IxD.ma Immersive Experiences 2020

Mike Ramos
IxD.ma
Published in
6 min readFeb 8, 2021

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A team of MA students from the 2020 IxD.ma 2nd-years finished in November 2020 the course Immersive Experiences, and shared their view on the presented challenge: How can we use XR technology to make people better at what they do?

When talking about VR and AR, usually the first application that comes to mind is entertainment. Nonetheless, the technology by itself is just a tool, and actually, it is applied in many different use cases, such as engineering, healthcare, education, and so on. There are many considerations to design for AR and VR, for example, narrative, storytelling, usability, and other aspects. However, one another consideration is also the implications that introducing this technology could have in people life’s and society, what opportunities and dependencies it would create.

As interaction designers, one of the challenges is to think about a solution for a given issue and consider how to use technology as an extension of the body, and its possible amputation, what would be potential side-effects that the adoption of that technology could bring, and find the right balance.

A bit of the journey

During the course, the teams tried techniques for quick prototyping for AR and VR, went through the considerations of designing for each of these mediums, and explored different applications that would enable them to integrate XR mediums in their design solutions whenever applicable.

In the course, the application Reality Composer from Apple was the main tool for prototyping for AR, as it is quick to create functional content and test live with AR on Apple devices. Paper prototyping and other tools were also available in the team’s toolset.

Prototyping for AR with the Apple Reality Composer. Hand holding a phone with Augmented Reality.
Prototyping for AR with the Apple Reality Composer.

The team also experimented with tools to prototype and create content for VR, and tried different types of VR solutions, for example, simple mobile VR to fully immersive room-scale VR with Oculus Vive and related applications.

Person standing in a Virtual Reality room lab with headset.
Creating in Virtual Reality with HTC Vive headsets and Gravity Sketch application.

Final presentations

Student presenting the project concept to audience using a large TV.
Final group presentations

For the final presentation of the course, the teams were invited to identify an issue and freely propose a solution using any form of XR medium, VR, AR, or a combination of both, considering the main challenge question.

At the end of the course, the teams excelled and created great prototypes and concepts, that was demonstrative of the issue, and presented how the proposed solutions could be implemented considering the associated extensions and also amputations, in other words, the benefits and potential side-effects.

Without further ado, the concepts, and descriptions from each group:

Joosep Noorväli and Valentina Dzhekanovich

Fun Vending Machine’ project explored the future of shopping experiences through the lens of emerging tech and emotions. In the concept proposed by Joosep Noorväli and Valentina Dzhekanovich, customers who buy products in a vending machine have the opportunity to meet the producer via VR experience. This adds a feeling of an emotional connection for customers who value the convenience of automated shopping, but at the same time lack social engagement in such experiences. This XR medium could help producers be available for customers 24/7 and keep engagement on the same level as with physical presence. However, the lack of instant feedback for producers is still a challenge to be tackled.

Project Fun Vending Machine image cover

Ali Madani

The concept is an augmented reality(AR) alarm clock for World of Warcraft game players. I will split the purpose into three parts — the emotional aspect, functional and social. Why these? Because players have been incentivized to interact with each other and the game elements in these three aspects. But first, let’s see how it works.

This alarm clock’s mechanic is to feed a pet that is making noise, by finding the food bowl in the room and filling the bowl with food. You can choose your pet from thousands of pets you can tame in the game.

Emotional
The players have these pets based on their journey and the remarkable achievements they get in the game. These pets are designed to be lovely and cute. However, they have fighting powers.

Functional
The alarm clock is the tool that players can use for their purpose or the game’s or community’s events.

Social
This alarm clock has a very private use. But players have their pets that can have battles in the game with others. So here this alarm clock by enhancing your pet influences your prominence inside the game.

This idea can trigger players by connecting to the World of Warcraft game, to use a high potential of emotional connection between players and their possessions.

Person holding a tablet with virtual pet in Augmented Reality.
Project Blizzard Alarm Clock image cover

Francesco Duc, Jekaterina Suharenko, Nataliia Kostenko

Everyone likes different things. And when it comes to our sexual life, there are so many different habits, kinks, tendencies. How high are the possibilities that, in a couple, some desires don’t always match?
Our concept gives a couple the possibility to finding a compromise: the person who has an uncommon kink can fulfill it, his/her partner can be part of it while staying in her comfort zone. Or, simply, to more easily experiment with new ways to reach the peak, if things get boring in the bed.

Person holding a phone with augmented reality object over another person’s face.
Kinks Project image cover.

Danai Asteriadi, Jete-Maria Vürmer

Plants are growing in popularity and Millennials know that if you want to be a cool mom, be a plant mom.

Amy Poehler from Mean girls animated gif
Amy Poehler from Mean girls

Plants bring joy, make oxygen, clean the air around us and reduce stress, but they can be tricky to take care of. Project “Planty” by Danae Asteriadi and Jete-Maria Vürmer explored the possibilities of an app that uses AR to identify plants and help users provide the right environment. Planty can help you with identifying the plant, following a proper watering schedule, provide suitable light and temperature condition and in addition, suggest the best location for the plant in your home when the seasons change. The concept has many health-related perks, yet being too dependant on a devices, can also cause digital dependence or even isolation.

Picture of a phone and demonstration of the app Planty in Augmented Reality.
Planty project image cover.

Congratulations, everyone! It was an honor to mentor the Immersive Experiences class in 2020 and work together with this amazing team!

ixd.ma
artun.ee

References:
Understanding Media: The Extensions of Man, 1964, Marshall McLuhan
System thinking in technology by Eric Lee

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